koontz1973 wrote:Hex grid - did not try very hard as I did not want it but it did not work.

I won't bring it up again, other than to say I think you add some unnecessary complexity / confusion to a map with the current set-up.

Best of luck,

--Andy

Andy, never got a problem trying things out, if it makes a better map, then so be it. But let me explain why the current set up. When I first tried this idea out on paper, I tried hexes and normal territs. But when I looked into the idea for a maze style map, one of the things that came to me was that mazes tend to be in straight lines or curves.I tried the circular maze with Angels and Demons (intend to go back to that some point). This had a normal territ design with circular walls but with the same maze feel as this one. But the style of map I chose was not good so dropped the idea. With Knights going into Beta, it became obvious that having square territs was OK and could be used for some maps. So I went back to it and had another look at this set up. Been playing around with hexes for a World War 2 Pacific map so gave that a go. But it did not mesh with the straight lines of the map. How can you get a straight wall to fit into territs that curve going down. Again, I came back to squares. Unlike Kings Court which is a great map and would love to one day make a map half as good as Kabs, the starting territs are all at the sides of the map. Why, well you can only get into a maze from the edges. This again caused problems with the hex grid as it became plainly obvious that to balance as much as possible the 8 starting territs was going to be nigh on imposable (for me) for a 1v1 game and also the 8 player game.

So with the squares chosen, it gave me a lot of advantages.

-Allows me to make the map with a lot of territs and not go over the max for the small map size. As this is now the rule, why start something only to have it stopped later. -Allow me to make the squares smaller as each one does not need to fit a name into it. This means that some of the confusion is removed.-Gives me the opportunity to balance the map, as nole found when he looked at it, from each starting position, the difference is only one neutral.

These reasons and also, I like the way it looks gives me a better opportunity to create something that is not only unique to the site. Believe me when I say that between this update and the last, I did go back and try to find a way to accommodate you with the hexes.

Andy, not a problem at all. It could of turned out a better map this way, and the only way to know is to try. Will use a stone like on G3 but smaller. That way, it will keep the look and feel and will not need to add anything to the impassable part of the legend.

Added Prometheus fire traps out side of each starting territ. These are killer neutrals to make the game a tad more fun. Minor changes to the map.Spelling mistakes fixed.Just need the get go from the game play boys.

DoomYoshi wrote:The traps are kind of pointless around the edges, they would need to be beside 1 territ, not 2 to be effective.

Here I will have to disagree with you. You are right that they may never get used, but the purpose of them is to give players a choice. Do I go over the more neutrals of the dead warriors or take a quicker path and lose a man only to get him back with the easier bonus of the Minotaur. With the reinforcements set at 1 for 4, you are only going to get three for the first couple of goes. So do you really want to try your luck going 3 against 2 neutrals for two turns?

But if you take the trap, you are getting only 2 to go against anything. If you go for the Minotaur, and take the trap, you are only back at 3 reinfiorcements per turn. So why not just build the dead warrior up?

EDIT: playing nuclear, I would take a trap.

Clowns to the left of me, Jokers to the right but here I am, a Methodist.

Sorry, the normal reinforcements you get in games for holding territories. So you start at 3, get the +2 auto deploy and attack. When you hold four territs, you get +1. This is the same as in all games but instead of the normal 1 for 3 territs, it is 1 for 4 territ. So every 4 you get, your normal reinforcements goes up by 1. But now as you mentioned it, I need to change it to 1 for every 5 territs to counter the slaves entrance.